Archive for the ‘mobile-usability’ Category

Usability for Handheld Devices and Web Sites

Monday, March 14th, 2011

By Shanshan Ma

As companies progressively introduce more advanced technology in their consumer electronics products, handheld devices—including smartphones, digital cameras, mp3 players, eReaders, and GPS (Global Positioning Systems)—are taking up more and more of people’s time in their everyday lives. Are users interacting with handheld devices in the same way they interact with Web sites? What kinds of challenges are users facing when using such a wide range of handheld devices on a day-to-day basis? What should usability professionals take into consideration when studying usability for these different platforms?

One Hand or Two hands?

The first big question to ask is, do users need one hand or two hands to operate a device? Interacting with Web sites normally requires the use of two hands when typing on a standard keyboard and one hand when using a mouse or other pointing device. With the vast diversity of handheld devices, users often need to make a decision whether to use a particular device with both hands or only one hand. Such a decision is sometimes contextually constrained. For example, people driving a vehicle have only one hand free when operating a GPS device. Sometimes this decision is culturally constrained. For example, smartphone users in Japan are accustomed to using smartphones with one hand, because they’re often using their other hand to hold onto a handrail on a running train. Whether a device is intended for one-hand or two-hand use can greatly impact how the device is designed and, therefore, affect how people perceive its usability. Usability professionals should take this factor into consideration when planning test tasks and creating test scenarios.

A Standard Keyboard or Different Button Sets?

When interacting with Web sites, a standard QWERTY keyboard provides a consistent working environment with which users are familiar. However, when interacting with handheld devices, users may need to operate a particular devide either by using hard controls such as buttons or manipulating controls directly on a touch screen. Handheld devices come in many different shapes, with many different types of controls. For example, the Sony Reader and Amazon Kindle 2 have very different button sets. The Sony Reader features 10 number buttons, a five-way control, a home button, a back button, a read button, and a zoom button. The Kindle 2 has a QWERTY keyboard, previous and next page buttons, a five-way control, a menu button, a home button, and a back button. Although these companies designed both devices to provide a better reading experience for users, their designers certainly have different ideas of how users interact with a digital reading device. Five-way controls make it easy to navigate up, down, left, and right. A QWERTY keypad makes it easier to type.

Lack of standardization adds to the frustration users might experience when interacting with such devices. Because of this lack of standardization, usability professionals must think of usability for handheld devices systematically instead of just focusing on single buttons. Questions such as Do users understand how to use this button? might be informative. However, it could be more beneficial to ask whether a device’s whole button set facilitates the tasks users most frequently carry out with the device and whether users can successfully find their way around or get lost in the set of buttons.

What’s a Device’s Context of Use?

Users don’t use handheld devices within a vacuum. They’re driving a car and using a GPS. Or they’re riding a train and text messaging a friend. Or they’re on a trip and using a camera to capture the view. Or maybe they’re  riding a bus and reading a book on a Kindle. Everything happening around a user coalesces to create an important part of the user’s experience with the device. The context, or the environment, in which people use handheld devices varies considerably and matters greatly in evaluating the usability of those devices.

When users interact with a digital camera, they are usually trying to catch a good shot—perhaps a fleeting moment—and have very little time to operate the camera. How well designers can optimize the design of the camera, ensuring users can easily push the right buttons without making mistakes, is a very important aspect of camera usability. When users are operating a GPS, driving is usually the highest priority task. The limited amount of attention users can give to a GPS requires that the buttons in its user interface be big enough to use easily within the context of driving. This is also why voice commands are now integral parts of navigation system user interfaces.

Methods for Studying Handheld-Device Usability

With these thoughts in mind, it’s clear that usability testing in a lab might not be optimal for studying handheld-device usability. When there is a designated lab testing environment participants must go to, they enter a testing mode from the moment they step into the lab. They start thinking about the testing facility, what’s going to happen in it, and what kinds of things they might experience during the test. I have heard participants make comments like “This is new…” or “I’ve never done this before…” when entering the lab. As soon as they step out of the lab, they again become their normal selves—and perhaps start to use their handheld devices in a completely different way from what they just told us they usually do.

Even if participants are completely at ease during testing and the user researcher created a perfect test scenario, lab testing just cannot afford the type of richness a real-life setting can offer. The cultural and environmental elements of real life are absent. It’s impossible to reproduce all of the ephemeral happenings of real life that affect the way people use handheld devices in their natural environments in a lab environment.

Ideally, it would be great if a researcher could be an invisible shadow, following users around without intruding on their reality. For instance, when a user is struggling to use a new GPS system while driving, the researcher could be sitting next to him and observe every problem the user experiences. There are a couple of methods that let user researchers and usability professionals get closer to users without intruding.

In-home or at-work visits are often superior to usability testing in a lab. When researchers go to places with which users are very familiar, this allows the users to be more conformable while demonstrating their typical daily usage of a device. A conversation between a user and a researcher that occurs in a comfortable, normal environment might help users to remember certain stories about using a device that prove to be very valuable and offer opportunities for great insights.

Short-term longitudinal studies can also be very beneficial for studying handheld-device usability. Longer periods of observation let users experience the device in a more relaxed and natural way, allowing more random accidents and issues to arise. Diary studies can also be effective if users are sufficiently motivated to keep track of what happens during the course of each day throughout the longitudinal study. However, the retrospective nature of diary studies might not work for all users. Some people find it difficult to sit down at the end of a day and think about what happened during the day. An on-device diary might be a good alternative. A diary on the actual device could prompt users to enter short logs whenever there is a need.

In Summary

Users confront different usability challenges on handheld devices than when interacting with a Web site. As usability professionals, we need to consider whether a device is intended for one-hand or two-hand use. When observing users interact with handheld devices, it is more beneficial to think about a device’s usability systematically instead of focusing on the use of single buttons. Since context plays such an important role in the use of handheld devices, in-home or at-work studies, short-term longitudinal studies, and diary studies are more suitable than conducting traditional usability testing in labs.

Going Mobile Or Not?

Wednesday, August 4th, 2010

by Shanshan Ma

For marketers out there, the first big question to ask is “Do we go mobile or not?” At the end of the day, it has to make business sense.  If the determination is to move forward, a mobile strategy needs to be put in place before any execution takes place. As part of this strategy development, marketers have to watch their current websites closely, research how your customers use it, listen to any feedback they have, and then make decisions based on solid research.

The first step is performing an analytics audit on your current site and determining how much of your website traffic comes from mobile devices. If there is a substantial portion of visits coming from mobile devices, then it’s time to start thinking about going mobile. By not creating a website specific for mobile, users will continue to access your main website through mobile phones and will struggle through the web pages that are designed for a desktop computer. Because of the limitations of mobile and the small form factor of devices, they will get frustrated when they can’t find what they are looking for or can’t do what they want. This bad user experience will reflect negatively on your business and users will simply go to the competition who has implemented a robust mobile presence.

After the auditing step, it is time to do more research and investigation. A simple survey or questionnaire will help marketers get firsthand information about their customers. Questions to ask include: what mobile devices users are they using, how often do they use the mobile device to access the site, what kind of tasks do they perform on your site with a mobile device, and when and where are they using the site. Such data will help you gain a deeper understanding into the current mobile potentiality of your site and what content to provide.

With all the data found from the site auditing and firsthand research, marketers should have a good sense of whether going mobile is a good decision for your particular business.

The Next Big Decision: Developing a Mobile Website or Application, or Both?

After the decision of going mobile is made, now comes the next decision, developing a mobile website or developing applications? There are several considerations that marketers need to pay special attention to in making this decision.

The first factor is the choice of platform and development redundancy. Usually, apps are developed on multiple operating systems in order to obtain a greater reach of users on a wide range of different smartphones. For mobile websites however, users with different mobile devices can have similar experiences so there is no need to develop multiple versions for different operating systems.

The second factor is discoverability. App stores usually have a large number of applications so it can be challenging to rise above the clutter and get your app noticed. In order to rank higher in the app stores and attract users’ attention, a marketing investment needs to be made after the apps are developed. However, once the app is downloaded and installed, users can access them on their mobile devices without having to go anywhere. For mobile websites, users can find them by using a search engine or directly typing the URL of the mobile website in the address bar. There is no download or installation needed, but similar to website discoverability, search engine marketing efforts might be required in order for users to find the site.

The third factor is upgradability. Applications are difficult to maintain and upgrade once they are downloaded. Every new release requires going through the approval process of the app store that you are selling your app in. Users also need to go through the downloading process once again to get the most updated version. On the other hand, a mobile website can be updated without any action from a user.

The fourth factor is the necessity of an Internet connection. Most apps allow users to use it on the device without an Internet connection while mobile websites require users to be connected to the Internet. If you offer a tool that users can easily use offline and there is no need to connect to any external web links, an application might be a good choice. If the service you offer requires real time updates, it might be optimal to go the mobile website route.

Summary

Going mobile is a big decision. By understanding the multiple layers of the mobile user experience your strategy and tactics will become much clearer. Extensive research into your current website analytics and your customers will further enable you to execute the right tactics and create a mobile presence necessary to achieve your business and marketing goals. While every Marketer will need to make their decisions based on their own situation and available resources, the approach to understanding the multiple layers of the mobile user experience and your target audience needs applies to all.

Three Layers of Mobile User Experience

Wednesday, August 4th, 2010

by Shanshan Ma

Compared with traditional cell phones, smartphones allow users to stay connected on the go. They come with more fashionable industrial designs, bigger screens and higher resolution displays. Features of smartphones include but are not limited to: touch screen, high megapixel camera, GPS, and more gaming and entertainment options. Smartphones enable users to do a wide range of activities, such as communication, entertainment, personal information assisting and managing, and social networking. Of course, you can still use them to make phone calls, but what a smartphone offers goes far beyond just a phone.

An estimated 172 million smartphones were sold last year, which was a 24% increase from 2008. What’s driving the industry forward? The ever improving mobile user experience is the key.

When users are interacting with a smartphone, they either have a good or bad user experience. There are multiple layers of the mobile user experience. Each layer of the mobile user experience deals with a different circle of players and each layer affects the end users’ experience on a different level. In her 2006 paper, Virpi Roto discussed her understanding of the multiple layers of mobile usability: the hardware usability, the browser usability and the usability of the websites that mobile users are browsing. Because the mobile user experience has evolved significantly since 2006, an update to the three layers is in order: the hardware user experience, the operating system user experience, and the mobile site/apps user experience.

three layers of mobile user experience

The first layer of the mobile user experience is the hardware that users directly interact with. This layer of user experience deals with the sensitivity of the touch screen, the size of the screen, the design of the button set, the size and shape of the device, and the length of the battery life. It also includes how fast the network is, how quickly a video can be loaded, and how vivid the picture color is when users are browsing photos. In addition, industrial design and the internal hardware technology such as video and image processing speed greatly impact on this layer of user experience.

The second layer of the mobile user experience is the interaction with a mobile operating system. Functions of a mobile operating system include: whether or not apps can run in background, background notification, push mail, multi-touch interface, capacitive screen support, stereo bluetooth, flash support in browser, data tethering capable, mass storage mode, video recording, turn-by-turn navigation, copy and paste, universal search, MMS messaging, webkit browser, and an app store experience.

The third layer of the mobile user experience deals with individual mobile applications and mobile websites. Considerations in this layer include: Are the tasks prioritized for mobile use? Is the workflow or navigation easy and intuitive on a mobile device? Does the information architecture follow the way users understand the site? Is the mobile website simply an abbreviated version of the full site or does it have special consideration of users’ context and environment of using a mobile device?

The First Layer: Handset Design and Network Technology

Handset manufacturers include big names such as Nokia, RIM, Apple, HTC, and Motorola. Each of these handset makers develop and target their products with a specific market segment in mind. For example, Droid made by Motorola has a bold design and sharp corners, the Apple iPhone’s slick design and high-end branding make it a fashionable accessory while RIM targets the corporate and business audience with a full keyboard for email use. Through extensive market research, the handset manufacturers know these types of characteristics are appealing to certain market segments.  Recent advancements in mobile hardware include higher resolution screens which provide a richer viewing experience and superior game experience– features that cater to users who are gaming enthusiasts or heavy watchers of video on their mobile devices. As you can imagine, the kind of smartphone you have tells a lot of about what kind of person you are.

In terms of network technology, CDMA is the dominant standard in the U.S while GSM is the standard in Europe. WCDMA, a hybrid of GSM and CDMA, is growing rapidly as many GSM operators migrate to WCDMA, which is a more advanced technology. The advancements in the network allow users to get quicker access to the internet and other data services. In Stephen Wellman’s article about Google’s mobile user experience strategy, he talked about three types of mobile users: repetitive now, bored now, and urgent now. The “repetitive now” users use mobile devices to check the same information repetitively to get live updates. The “bored now” users use mobile devices to kill the couple of minutes that they have while waiting in line or sitting in a train. The “urgent now” users need to find a specific piece of information or complete certain tasks using the mobile devices in a limited period of time, such as check in a flight or find a hotel. No matter if users are simply bored, or they are eager to check live updates, or they need to do something urgently, they can use the mobile devices to achieve their goals.  With the increase in text, video and music downloads and overall data usage, the network technology is important for many mobile users.

The Second Layer: The Mobile Operating System

Operating Systems contribute substantially to the mobile user experience. Mobile operating systems include Symbian, Android, Microsoft Windows OS, iPhone OS, Blackberry OS and the Web OS from Palm. Although most of the mobile operating systems act similarly on the fundamental level, they are different in one way or another. For example, the iPhone OS 3.0 doesn’t allow multiple apps to run simultaneously but the Android does. With a clear business oriented focus, the Blackberry OS enables easy integration into company internal email systems and remote management of devices but is inferior in other aspects.

The Third Layer: The Apps and The Mobile Sites

Mobile applications (apps) are software applications that are either pre-loaded on mobile devices or downloaded to the devices by users. Mobile applications can enable functionality that they normally would have with a full website on a desktop computer. Users generally have to download or purchase such applications from various application stores based on the specific phone operating systems. Application developers oftentimes need to develop the same application across different platforms and distribute them across different stores in order to gain a larger audience. Such stores include the Apple’s app store, Andriod’s app market, Symbian’s Ovi store, Palm’s app catalog, and Windows’ marketplace.

Developing a mobile website is the alternative way to go mobile. Users don’t have to download or purchase anything from the store. They access the mobile website on their smartphone the same way users access the website on the Internet: by typing the URL of the mobile website in the address bar or search the site using a search engine. Mobile websites usually feature slimmer design and less visual content to cater to the smaller screen of mobile devices and generally only time and location crucial tasks are incorporated in these mobile websites. Unlike mobile applications, mobile websites can be accessible via all operating systems without customization.

Going mobile is a big decision. By understanding the multiple layers of the mobile user experience your strategy and tactics will become much clearer. In my next blog, I’ll talk about strategies and methods marketers should look into before jumping into the mobile world.